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Survival and Exhaustion in ToA: need a good house rule.
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<blockquote data-quote="Keravath" data-source="post: 7262055" data-attributes="member: 6916036"><p>Just some comments ...</p><p></p><p>Yes the ever present heat and humidity are an environmental aspect of ToA. However, I don't understand why some DMs feel compelled to make it onerous on their players. </p><p></p><p>Enforcing a level of exhaustion on someone wearing heavy armor? You're free to change the rules however you like in your game but as long as you are getting enough water to drink (based on the rules) then you don't roll for exhaustion. Exhaustion is a significant penalty ... if your players are running into a situation where they are exhausted then they didn't plan the jungle foray well nor discuss with their guides (who should easily be able to advise the players on how to travel in the jungle). </p><p></p><p>Most of the environmental hazards can be eliminated or mitigated by some low level spells.</p><p></p><p>Create Water</p><p>Create Food and Drink</p><p>Purify Food and Drink </p><p>Paladin cure disease if you actually catch something</p><p></p><p>Most of these will easily provide the clean food and drink needed for a party. </p><p></p><p>As for being too hot .. the ever versatile prestidigitation cantrip might offer some relief. </p><p>"You chill, warm, or flavor up to 1 cubic foot of nonliving material for 1 hour."</p><p>"If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time"</p><p></p><p>Armor is non-living material. Depending on DM, a "cubic foot" foot could be a 12"x12"x12" volume or 12 squares 12"x12"x1" ... needless to say the latter will pretty much chill all the armor on a typical humanoid and keep them comfortable even in extreme heat ... for the cost of one cantrip, once an hour. Comparable to the water cooled shirts worn by some workers in hot environments? </p><p></p><p>This is D&D, the environmental issues in Chult are there to add flavour, not to be real obstructions to any even moderately prepared party ... though they do increase the risks involved if something goes wrong out in the jungle. Lose your cleric, druid, paladin ... and losing access to clean food and water might be a real problem. </p><p></p><p></p><p>On the topic of an Outlander or Ranger being able to forage ... no matter how skilled the character, they can't find what does not exist. ALL ground water in chult is not safe to drink. You need a raincatcher or purify spell. Barbarians and Rangers can look all they like for safe water but they won't find it in the jungle. As far as not getting lost goes ... I don't really think that is a big deal since the PCs don't know where they are going. There is a large map of empty hexes ... even if they explore successfully hex by hex it will take a while to get anywhere and they are on a time limit. Getting lost one too many times would be an easy way to lose the entire campaign unless the DM decides to step in later on to make some other part go faster. Getting lost doesn't change the encounters, it doesn't really change the play of the adventure ... it is a mechanism to use up time and my impression is that there is more than enough to do in this adventure that time could be at a premium anyway.</p></blockquote><p></p>
[QUOTE="Keravath, post: 7262055, member: 6916036"] Just some comments ... Yes the ever present heat and humidity are an environmental aspect of ToA. However, I don't understand why some DMs feel compelled to make it onerous on their players. Enforcing a level of exhaustion on someone wearing heavy armor? You're free to change the rules however you like in your game but as long as you are getting enough water to drink (based on the rules) then you don't roll for exhaustion. Exhaustion is a significant penalty ... if your players are running into a situation where they are exhausted then they didn't plan the jungle foray well nor discuss with their guides (who should easily be able to advise the players on how to travel in the jungle). Most of the environmental hazards can be eliminated or mitigated by some low level spells. Create Water Create Food and Drink Purify Food and Drink Paladin cure disease if you actually catch something Most of these will easily provide the clean food and drink needed for a party. As for being too hot .. the ever versatile prestidigitation cantrip might offer some relief. "You chill, warm, or flavor up to 1 cubic foot of nonliving material for 1 hour." "If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time" Armor is non-living material. Depending on DM, a "cubic foot" foot could be a 12"x12"x12" volume or 12 squares 12"x12"x1" ... needless to say the latter will pretty much chill all the armor on a typical humanoid and keep them comfortable even in extreme heat ... for the cost of one cantrip, once an hour. Comparable to the water cooled shirts worn by some workers in hot environments? This is D&D, the environmental issues in Chult are there to add flavour, not to be real obstructions to any even moderately prepared party ... though they do increase the risks involved if something goes wrong out in the jungle. Lose your cleric, druid, paladin ... and losing access to clean food and water might be a real problem. On the topic of an Outlander or Ranger being able to forage ... no matter how skilled the character, they can't find what does not exist. ALL ground water in chult is not safe to drink. You need a raincatcher or purify spell. Barbarians and Rangers can look all they like for safe water but they won't find it in the jungle. As far as not getting lost goes ... I don't really think that is a big deal since the PCs don't know where they are going. There is a large map of empty hexes ... even if they explore successfully hex by hex it will take a while to get anywhere and they are on a time limit. Getting lost one too many times would be an easy way to lose the entire campaign unless the DM decides to step in later on to make some other part go faster. Getting lost doesn't change the encounters, it doesn't really change the play of the adventure ... it is a mechanism to use up time and my impression is that there is more than enough to do in this adventure that time could be at a premium anyway. [/QUOTE]
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